I Ranked Every Badge in Thousand Year Door
ฝัง
- เผยแพร่เมื่อ 25 ม.ค. 2024
- Now that I have a little bit of a Paper Mario The Thousand Year Door audience under my belt, I figured you guys might be interested in seeing what my opinions were on the best and worst badges in the game- so I decided to rank all of them tier list style!
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#PaperMarioTheThousandYearDoor #TierList #Ranking - เกม
Can you make a video using only C and lower tier badges only? I think it would be interesting to force you to use less common strategies and see how they work
I would say D or lower
This is actually a really cool idea
Commenting to uplist
I love this idea, would love to see if Bringle Can can do it
Yeah but if he gets Hammerman he'd then have to probably rely on the higher tiered hammer moves.. since it'd be dumb to then be stuck with only hammer but no hammer moves
The function of the Luigi badge and Wario badge grants me the ultimate power up of looking like Waluigi. There is no better power up
It makes the WHOLE REST OF THE GAME a Gimmick
This is my favorite part of this game!
Wario > Waluigi
@@kaiserwave5977no
@@kaiserwave5977wah?
I think people tend to forget Ice Power also reduces damage from fire attacks, so that includes Bowser's breath and the fire flower too.
Does it block Vivian's Fiery Jinx during the Shadow Sirens battle?
It also increases power against fire enemies by 1, and allows Mario to jump on them - essentially a "fire is lame" badge for only 2 bp. It's even more busted in OG paper mario lol
Random fun fact, if you equip 32 super appeals (either partner or normal) it will fill your star power completely from empty. I did a pit challenge run using only special moves.
Another fun fact is that if you use 11 close calls Mario has 99% dodge chance while in Danger.
@@jasonkeith2832so use 12 forehead
@@Skullhawk13 In-game rounding prevents you from ever actually getting 100%.
@@jasonkeith2832 rip
This. Appeal can be super busted. 1 isn’t so good but stacked and oh my gosh. I remember back in the day having like 25HP, +50FP everything went to BP. When Mario waves to the crowd I think I saw a Goomba faint out of excitement in the front row (jk jk). But yeah appeal is super good.
Double Dip has one major use case, which is using it with a point swap to instantly set up peril if you have only 5FP.
Especially if you also have a Boo's Sheet
@@phictionofgrandeur2387 double dip was better in 64
@@DarkSymphony777 because it was cheaper than in TTYD.
@@phictionofgrandeur2387 that and lady bow, to a lesser extent than less FP
@@DarkSymphony777I like the part where double dipping a specific item on a specific boss breaks the game I think that's cool
I'd argue Attack FX R shouldn't be ranked as a gimmick. Sure, it only weakens one boss, but that is an in-battle use.
I was about to say the same thing, crickets are handy and severely nerf Hooktail, who's kinda a bitch to fight at that point in the game without it tbh.
Sure, but that whole concept is a gimmick in and of itself. It's just there to reward new players for thorough exploration of the world, lore and game mechanics. @@Foirelle
Also consider… it makes the sound of your hammer change. It can make a “fufu” sound. Funny.
That's why no one is watching your videos
@@dersey9469Who are you even talking to?
HP drain is even worse in TTYD. The "up to 5" is only in 64. It's 1 HP per attack, not 1 HP per hit.
I'm glad you commented this because I was about to defend HP and FP drain before remembering they were nerfed in ttyd lol
@@Yuni-is-Schrodingers-Foxfp drain is actually good stacked with an fp saver or 2 especially with danger mario.
FP Drain plus a fp saver is funny with hammer throw. Makes it free (costs 1 fp due to the saver then you gain 1 fp due to the drain). Is it better than jump strategies? No, not at all, but it is still plenty good enough to get you through the game easily (fire drive, quake hammer and hammer throw pretty much takes care of everything you'll ever need. All I did against shadow queen (only had 1.5x health on her) was just spam fire drive). Jump strategies are just kind of a bit broken. @@daniellejackson6543
TH-cam, I want you to know that Bringle is doing a good job.
I rushed star pieces to immediately get Peekaboo and quick change. Best decision ever
I just use Goobella over Perkaboo, I did used it a lot when I was younger tho
Nothing will ever convince me that forgoing a simple Tattle that takes up a SINGLE turn per enemy will ever be better. My BP is too precious.
Zap Tap breaks combos.
S Tier in my book.
Agreed. The pit it may not be the best but in the majority of the game it’s super useful. 64 version it’s one of the if not the best badge hands down.
@@Shady_Fungus Considering the Master, yeah it's really useful.
@@Shady_Fungus Why would it be particularity useful in the original outside of making one superboss much easier?
Quake hammer is essential for those round enemies in the pit that poke you if you get too close. It pierces defense and keeps you safe from enemies like those. It's fully S tier. I never unequip it. Also it attacks all excluding flying enemies. Hammer throw is useful if enemies are too high to hit at least a B.
Plus, Quake Hammer can also hit Rawk Hawk when he's clinging to the beam above the reach of your jump. This gives a nice alternative to hitting him if you don't want to use Flurrie to knock him down
The only issue with quake hammer is that it conflicts with jumpman, and once you have spike shield there's almost no scenario where I'd choose quake hammer over jumpman
Hammerthrow is for when you are using hammerman, and you need a backup cause you don't know whats coming.
Hammer throw is a lot better than d tier because enemies can go into states that can’t be jumped on but can take a thrown hammer.
the sheer amount of times i've seen an enemy i NEED to hammer just sit all the way in the back man..
it's just a shame it's gotten so damn late, as it would be a decent badge for people who don't wanna spend time switching to koops
Counterpoint: Spike Shield
Such a thing is extremely uncommon though, and you can often use something like Quake Hammer instead.
@@hoodedman6579 Indeed, It is not a top tier badge, I just think he ranked hammer throw to low.
Damage Dodge still has its merits imo. Sure, if you can hit super guards a good 80+% of the time it may as well be irrelevant, but if you’re not it’s like a functionally better P-Down D-Up (excepting piercing attacks, etc).
I find guarding to be more consistent, and especially if you’re at low HP, the damage reduction allows for more flexibility instead of forcing a super guard to survive.
Lower damage numbers also might make HP manipulation easier if you’re into danger/peril strats.
Like everything else, it depends on the context of the run. Not very useful in a PHP run where you’re facing 6+ attack enemies in the later floors, but in a casual run?
Thinking about it more now, not sure about that 2nd paragraph, as DDodge can lock you into even/odd parity damage values for one enemy…
I think its relation to defend plus is equivalent to All or nothing, which is pretty much always better than its respective power plus.
I also like the strategie of defending to get another +1 defense ontop of the damage dodge with how much more consistant guarding is,
its rarely useful but cool that it exists, I like having more defense options than just superguarding everything
Given how highly you ranked Jump badges/strategy (rightfully so btw), I think a hammer focused challenge would be fascinating to see. Hammerman/Hammerthrow would become MVP, and being unable to jump on shelled enemies would make Piercing Blow much more useful as well.
On that note, I think Piercing Blow should have been something like "4 BP: Hammer attacks ignore enemy defense" which would have made the hammer a much more appealing strategy in the late game since you could combo it with the other hammer badges like Quake/Throw. Jumping taking all the attack modifiers and benefiting from them 2x is hard to beat, but the fact that you then have to cut through defense twice would make the Hammer have a role to fill against enemies like the Chain Chomp etc.
I’ve commonly played through both Paper Mario games where I just put on Close Call and never take it off. If nobody got me, I know Close Call got me
The cricket sound effect is useful against a boss..
Some of my thoughts: (feel free to ignore them)
- The Drain badges only allow 1 stat gain per turn, not up to 5 (that's how it works in paper mario 64), they're probably the worst ones in the game.
- I'd place Ice Power higher for being cheaper
- One of the sound effect badges are useful for the Chapter 1 boss, forgot which one
- Simplifier increases the probability of getting more power bounces before getting capped, it should be higher
Simplifier doesn't do that. Dodge Master in the original Paper Mario does, but that was not carried over to Thousand Year Door at all in any way.
@@hoodedman6579 Ah, sorry, my mistake. It still makes power bounces easier to hit in terms of timing, though
And, apparently, it also increases the window for superguards, which is cool
10:49 Aw, as a kid, I remember using this as often as I could, since I hated the jump timing, and especially since it was easier to get the Stylish on hammer-based attacks. I don't think I ever put two and two together, regarding the +1 jump boost applying twice, compared to +1 hammer boost only applying once.
That being said, I only remember using this combo during chapters like the Creepy Steeple, where the only flying enemies tend to hang on ceilings, and are immune to standard jumps anyways.
One niche bonus to the Zap Tap badge is that Bristles and Dark Bristles won’t shoot out the spears on their sides if you attack them with Mario’s hammer. It’s rather situational, but it’s a nice additional perk to the badge that I feel like a lot of people aren’t aware of
You mean Spike Shield
No, I meant Zap Tap. But wait, is the Spike Shield badge responsible for that condition instead? All this time, I thought zap tap was keeping them from doing that
@@Arocks014 It's Spike Shield
"You can't really complain about a defense increase"
5 seconds earlier
"I never find damage dodge to be useful at all"
It's in the context of how damage dodge only works if defend. So it negates when you super guard. completely different
The W emblem was essential for me, because I would make the yellow/purple my costume for the Glitz Pit. Great Gonzalez needs a different look so he doesn’t get mobbed by fans.
i wish they brought back the mega quake badge from the original PM. The over the top animation plus dealing 6 dmg to all ground and ceiling enemies made it great for screen clearing.
You can't get the animation back but you can have something similar if you just equip mulitple Quake Hammer badges. Sadly, you can't really do this until you can buy more copies at the Pianta Parlor, and you can't do that until you complete a trouble that's only available after Chapter 6. I think the FP cost would also end up much worse but I'm not certain.
FP Drain is a underrated badge, you can pair this badge with Flower Saver and you have any attack that normally cost 2 FP be free
But it drops your attack which is a huge disadvantage
Disagree with damage dodge considering most casual players don't superguard successfully all of the time.
That doesn't change the ranking tho
Bro I had no idea this was the video I needed lol. I’ve loved TTYD since I was a kid, and subbed to you when you were doing the Pit randomizer. Keep up the good work!
Double Pain + Return Postage is the only strat in my mind
Oh so that's what the strat was! I knew I was onto something when I thought Return Postage should've been higher, since you can just stack HP like crazy with level ups and badges. Totally forgot Double Pain can stack on top of that, so really, they should be higher than Gimmick and F tier (I'm thinking at least B tier, if not low A).
Return Postage is Z-tier. If you have it you’ve proven you don’t need it.
@@Foirelle The problem with Return Postage is that you are only going to get any mileage out of it if you entirely build around it and the result is underwhelming. If you "stack HP like crazy", you can win in any number of other ways that don't involve you trying to take as much damage as possible. It also just doesn't even work on a lot of enemies because they don't deal the right type of damage.
Legend has it that if you wear both the L and W Emblems something will turn purple, and it’ll be your Sleepy Stomp.
Can't wait for the cricket sound badge to C because it actually does something in one specific bossfight and then the rest are gimmick because they're just SFX badges
I basically agree with your whole ranking! I also love how you brought up how child-you felt about certain ones, because young me also definitely thought Happy Heart and Lucky Start were necessities LOL
Close call is a 33% chance, so even better than lucky day.
Do the percentages stack?
I was just gonna comment this🤣
@@brandonlyon730 multiplicatively, so the chance of getting hit is 67% to the power of the number of copies of the badge you have on. (Basically 2/3, 4/9, 8/27, and that's the hit chance. The miss chance is the inverse, so 1/3, 5/9, or 19/27, and so on)
Jumpman+Spiky Shield+Powerbounce/Multibounce is so insane you could use only those four badges and still be super OP
Really enjoyed seeing you making this list, two things I would change would be Piercing blow being higher on the list. When you can get it, it makes facing things like clefts super easy and for the low cost of 2FP. There were so many situations where jumping just wasn't feasible or the damage I would do with it would be less than if I just hit it with a Piercing hammer. Cannons especially it was super helpful getting rid of.
The other change would be to Ice Power, its a mere 1 BP to equip and like others have mentioned allows for multi-bounce to hit all enemies for example when theres a fire enemy in the middle of a lineup with a flying unit or something behind it. To your point it is situational but the chapter you get it, its a godsend.
This tierlist is making me reevaluate my current setup and I think I'm gonna try experimenting a little bit more now. Cheers!
The problem is that Power Smash often does basically the same thing as Piercing Blow, particularly on anything that has 2 defense or less, which is basically everything you'll see early on. Hitting a Cleft with a Power Smash or a Piercing Blow is exactly the same.
Damage dodge can be pierced making it useless just like defend plus when enemies have piercing moves.
You've inspired me to play tyyd for the 1st time rn & having this as a person that's trying to understand the badges is helpful, thxs
For some reason, my mind skipped the word « badge » and I thought this was going to rank all doors from the game
Hooktail castle door A tier
I definitely see where you're coming from for this list, but it's kinda all over the place for me, personally LOL But, I think this is largely in-part due to your not being exposed to some of the really insane stuff you can do in this game yet. I'm not going to go into too much detail, but I did want to point out a couple things!
First things first -- HP Drain(P)/FP Drain only recover by 1 no matter how many hits you deal. That's a 64-specific mechanic.
I think your Ice Power placement by your own logic is a little weird -- Ice Power lets you Multibounce all fire enemies. You can't Multibounce through the 40's/70s in the Pit without it, and much like Spike Shield, it's not necessary for a lot of enemies. They're functionally almost the exact same. There are no bosses that strictly need them, either, so why are they not closer together?
You should check out some recent strategies/videos by myself, Koop, and other Paper Mario challenge runners, especially my video on the Point Swap item. I promise you, you'll change your mind on the Double Dips, Mega Rush, and Power Rush. LOL.
Was kinda hoping you'd do a tier list at some point! Hope you get some good discussion in the comments!
I knew a wild Kappy would show up! Very good input ^^
A lot of your vids/streams (as well as many other challenge runners) have opened my eyes to so many more strategies, and made TTYD way more fun to play through.
At the end of the day though, use what you like! If you want to use hammer man or tornado jump, do it!
In fairness, there's also a difference between "high level play" and what the usual audience will be able to accomplish. This tier list is in an awkward spot where there's some high level strategies, but also is kinda geared towards a casual audience.
Would be kinda fun to see a tier list of badges but for first / only playthrough uh, players.
@@Velvet_Vylure 100% agree, these lists should never deter players from using what they want unless they're specifically looking to use the "good" badges and setups LOL
@@reaven2535I actually made a tier list for beginners/first-time players around the time the TTYD Remake got announced last year and it's wild how different it is compared to what you'd normally see. Assuming Action Commands aren't gonna be hit all the time can make a big difference in a badge's value LOL
I will say I was wondering about that Double Dip placement. Like items are some of the most useful tools a player has in these games. Yes that 4 FP cost is steep, but you could really do a lot with it in comparison to other FP cost badges. Even if you're like me and don't know a ton of the more complex strats with it, it's just nice to have in your back pocket in case it bails you out of a bad situation. Also allows you to double your chance of inflicting conditions with an item like an Ice Storm or in desperate cases Fright Mask. In every RPG I've personally played with a multi-item optimization, historically it's pretty busted. That's just an opinion from someone uneducated in a lot of this game though, I'm not in any way experienced beyond what I've seen in challenge runs or some speedruns.
You're probably my favorite TTYD TH-camr. You have a very Direct, Relatable & Realistic approach to the game. I feel like I think on your wavelength.
Thanks bro! I'm on chap 3 and I always go badge points on lvl up so this is helpful
badges are just steroids in the paper mario world. I'm all natty 😤
You play level 0?
Piercing blow is really useful against high defense enemies like the moon clefts. And damage dodge is a guilty pleasure for me just because I’m not as skilled in Super guard so the extra defense in regular guards I have more use for.
Maybe, but moon clefts can have their defense bypassed with Bobbery or a POW block, and it even lasts a few turns.
The issue with piercing blow is that quake hammer is just better in every way. You get it super early, it attacks almost every enemy in the game, and it even pierces defense. I think it might even be cheaper to equip.
@@TheKabuto90 It only hits grounded enemies, but I'm pretty sure there is only 1 or 2 enemies that are floating that have defense, and even then I'm pretty sure they are only in the Pit. They both cost 2 bp to equip, and I think they are both use 2 fp.
I know this is a video about Paper Mario TTYD, but in Paper Mario 64 I always had Power Rush, Last Stand, and Close Call on the whole time (When I got them), and they saved my life numerous times, so I give those S+ tier.
14:04 I can attest that. Grind for close calls with ms mowz against regular goombas and get 50 or more power rushes and you become ridiculously powerful. I personally recommend power bounce and multibounce as your main attacks with ice power and spike shield to protect you from fire and spike enemies. Add 2 flower savers and an fp drain to make it so you spend 1 fp with the 2 moves and gain 1 fp when attacking. Important thing to note is that you can get an unlimited amount from the pianta parlor once you have one of the cards. Hammer throw is kinda important for enemies you cannot jump on even with the badge set up. With this set up you can do up to 99 damage per hit.
I really hope you keep enjoying playing the game but I hope you don’t burn yourself out by only playing the game, I love your content and just hope you’re love with the game stays
Really nice list! I agree with a vast majority of it, save for HP Plus P. That badge is just... well it exists! Also lucky day and Pretty lucky get more or less invalidated by danger Mario with just 1 close call. That BP is way better spent elsewhere IMO.
But at the end of the day, it's all subjective! If you get use out of hammer throw, more power to ya!
Spike shield i only really feel could be considered S tier if you are doing the Pit of 100 Trials, or the Infinite Pit romhack. and even then, if you see a spiky enemy, youll just swap out a badge for it for that single instance. There's so few spiky enemies after you get it, and theres so many other ways to deal with them (Art attack, for instance), it just becomes... Unimportant?
But again, in the end, opinions! Everyone has em! Everyone's valid! Very fun video
When you get 4 lucky days equipped and become untouchable. How I beat bonetail as a child…of course I’m smarter now and just learned to play the game.
Hey Bringle, wanted to say I love your content, been really fun watching these videos : )
Have you played Bug Fables yet? My personal favorite game of all time and I really enjoy what they did with the TTYD combat style, made the game really enjoyable imo. Have a good day!
So, I know you only play ttyd, but could you try playing 64? There are a lot of cool mods for the game, since the game has been decompiled. There’s Master Quest (a hard mode), Black Pit (a rouge-like), ttyd 64 (ttyd battle mechanics, and all badges and items), and so much more.
I keep hearing Triangle Strategy music in your vids and that’s neat, I never hear people talk about that game.
That ice smash (I smash) pun didn't go unnoticed good sir. Keep at it
I agreed with almost every placement and you were on point with your explanations as to why.
HOWEVER, I must say that SS tier #1 badge has to be power rush for the simple fact it can break the game. You can equip 10 of them for 20 BP and do 20+ damage per stomp with danger Mario. Equip spike shield and multibounce and the game becomes so easy it’s not even fun to play anymore.
Also for bump attack and return postage you forgot to mention the biggest flaw they have which is that you get them at floor 80 and 100 respectively. After beating the pit realistically what more is there to do? I feel like that alone invalidates their use which is why you did return postage justice by putting it in F tier. Personally I’d rank bump attack lower.
Otherwise this was really well put together and I can’t stress how much I love the high quality of your vids.
30:17 "I think this list shows you the kind of TYD player I am"
That is a really nice way of putting it. I've seen tier lists for other games where the author just makes objective claims about how the game "should" be played or sorting things with zero use/purpose at the bottom. I totally understand that sometimes the devs don't implement things properly ("In Shining Armor" New Vegas perk) , or some things are really just there to show you a basic concept before being quickly outclassed (Wooden Sword in Chrono Trigger), but there isn't really one objective tier list for a game.
TYD is certainly a game where you just want to maximize damage output per turn. This is a running theme through the entire game and coalesces in the final boss that heals a ton of hp every turn and acts as the hard barrier for most other unconventional strategies. Of course, that boss is not the be-all-end-all of the game; there is the pit, mods, speedrunning and challenge modes where those unconventional strategies finally shine. Well... most of them :)
I think it's interesting that you ranked zap tap so much higher than ice power since both of them are on useful against 3-4 very specific enemies. It just the fact that zap tap effects one of the strongest enemies in the pit that gets it a B instead of D. Other than that I think this list is pretty damn solid with only a few minor disagreements based on personal preference.
Zap Tap blocks all but like 1 of the H/FP-stealing enemies, as well as all bandit thefts, while Ice Power only affects 3 enemies, with none of those enemies existing in more than one map location and the Pit. Zap tap may require a short delve into the Pit, but so long as you get it before Chapter 3, you negate 7 enemies' secondary effects, 8 if you get the badge before the fuzzy fight in Glitzville. It also has the very niche benefit of allowing you to jump on electrified enemies, which means it outpaces Ice Power in that regard, since electrified is both an item-made status and enemy-borne from Magikoopas and Wizzerds.
Idk if it was intentional, but making attack fx r at the top of the gimmick sound badges is high iq
Pretty much agree with all of this, EXCEPT simplifier. It makes superguard timing slightly easier which is so helpful when you'll only be superguarding the entire time anyways, especially if you stack them like crazy.
Simplifier also helps you run away from fight
Genuine discussion idea; What will everyone else do strategy wise when the remake comes out? I am so hyped to play prologue pit!
IIRC, Prologue Pit requires glitches in the original game...which could be patched out in the remaster.
UNLESS there's a deliberate option to tackle the Pit early. Maybe it would be unlocked by having a cleared save file...
Pity flower and happy flower sound like basically the same thing to me except happy flower is consistently bad while pity flower is inconsistently bad and id at least wanna have my badge be consistently bad
That being said i did use both happy heart and happy flower for my paper mario 64 playthrough but shhhhh dont tell anyone
refund is decent if you're doing a item only challenge (which is probably impossible if there's no way to reuse items)
Would you ever consider doing a challenge run of the game Bug Fables?
As soon as I discovered the Danger Mario strat it basically snapped the game in half for me XD
The only issue is that until you can permanently set HP to 5 and have unlimited access to Power Rush it's a pain, but I got used to the 10 HP pretty quick. I'm unfortunately no good with the sequence breaking stuff so yeah
Now all you need to do is complete a run with D-Tier and/or lower!
You can even add a brief addendum at the end of the run if your ratings change during the course of the run.
As someone not great at super guard, and considering the fact super guard is kind of broken when you are good at it,
I really really like stacking damage dodge, because its basically the only other option to upgrade the guard, and the existance of upgrading the guard is really important
Personally, i enjoy playing the glass cannon style waaaay more than the slower paced defensive style. Being able to finish fights quickly and blow away high defense enemies is chef's kiss. Spike shield, multibounce, and power bounce basically covers just about all of Mario's enemy matchups, allowing him to attack the same way as some of his partners, so I've always been about high attack and versatility in offense.
I generally agree with most of the tier list. I think flower saver is underrated because of potentially long battles. I don't know how long the average battle is, but if you use more than 5 FP moves in a battle, then you have saved more FP than an FP plus.
Funny I find this while doing a a hammer only run, hammer throw has been a godsend for me so far.
24:59 IT WAS ME!!!! HI BRINGLE!!!! (It was on the Infinite Pit Hard Mode Pt. 2, when he fought a bunch of swampires with stopwatches)
A tier list video? Perfection
correction power jump doesn't just add +2 damage to your jump (otherwise when you have super boots power jump would do 4 damage which wouldn't even be a damage increase and its more power smash but in jump form (both do 4-6-8 damage based on boots/hammer tier)
I used FP drain in combination with flower saver on danger mario as a kid.
You have so much excessive power and spare BP already so just no longer caring about FP much is the cherry on top, makes it more idiot proof.
Otherwise I always ignored it though.
I got a soft spot for stacking a few of both super appeal badges on my builds. It's a bit of a casual approach playing the game rarely and at a slower pace, but I like being able to quickly recharge SP so I can use special moves when needed and also use sweet treat/feast to recover FP at will. I generally heavily focus BP , and enjoy having infinite sustain and not having to rely on items at all.
Honestly the time I found Double Dip to be helpful was doing a challenge run where Mario is literally unable to attack outside of Specials or First Strikes due to wearing both the Hammerman and Jumpman badges at the same time. For bonus points (though not sure on how much utility it actually has), there are two available and if you have both equipped, you have the option to Triple Dip instead.
Awww did my boi mega rush dirty. A big strat I think is missing here and is kinda slept on the more I watch these badge ranking videos, is dodge tank peril strats mario.
Stacking the shit out of lucky evasions, getting your ass in peril, and mega rush + power bounce is so busted.
I'm pretty sure you can get mario's dodge up to like 30-40% in peril. Plus getting good at super blocks, plus using your partners to take damage by memorizing attacks, and maybe 1 defense plus to avoid chip-damage scenarios you might suck at super blocking, and 1 or 2 life shrooms in your back pocket, you can get away with a lot
Can you make a video on how to get mods for the TTYD? I would like some sort of challenge mode to try
Great! Now do a challenge run where you can only use the badges ranked in F ;)
Well, clearly speaking the only logical follow-up is to make a challenge where one can only use the badges that make up D and F tier. Maybe it could grant new appreciation for these overlooked badges. Or Yknow, maybe not. :3
No badge run.
Having Quick Change be so high really explains/reinforces why the whole video you were saying partner health is not important. Cuz yes of course if they go down the game doesn’t end but without quick change it hurts action economy
disappointed you didn't rank the Attack FX badges based on the sounds they make :(
(good ranking btw)
if doing peril strats with the partner anyway might as well use close call cause even if survival matters less 33% chance dodge is still useful for getting an extra attack out before death even in case missing superguard
in my experience, specifically when playing the Infinite Pit mod, using Defend Plus helps offset some of the negatives you get with P-Up, D-Down or even just using damage dodge since stacking it works and can make you extremely tanky for the first 100 floors, but I really do not like how expensive both Defend Plus and Power Plus can be in badge points :/
Quake hammer is just actually good cause it also hits the swoopulas that are sitting on the ceiling and the only other thing that can hit them is hammer throw and that's single target.
Flower finder is actually great to complement fp drain so you can be hella conservative on fp while still using it so you dont have to skimp out on damage on trash
D-Up P-Down is extremely useful bc it bypasses def pierce and the -1 ATK doesn't affect special attack. this makes appeal and D-Up P-Down two badges with extreme synergy in defensive builds
Mario with eight D+1 P-1 is nearly invincible
Triangle Strategy OST
Jump man isnt an S tier badge because it completely locks you out of multitarget attacks outside of multi bounce, and if multibounce is manditory for jumpman to be S rank then multibounce should be S rank.
I look forward to the Hero Mode version when its done
Some TTYD 'Tubers have found legitimate, non-clallenge-run uses for the Double Pain badge. While I don't personally use it, I can see the legitimacy of those setups.
are you happy for the remake
I’d unironically use the badge that causes you to tank 2x damage over Pity Flower bc on a boss you could do funny Peril meme calculations and defeat them in one turn or something
feeling fine only has a particular niche against bonetail because its breath attacks are nasty
Hammer Only run when?
Hammer Throw is good for Bats hanging from the ceiling. You can't jump on them, and I used it a lot in Creepy Steeple.
Ewvry single badge as a niche use in the chapter u get them
Quake Hammer is generally better for that same purpose.
p up d down should be A tier since it adds a skill check for when enemies attack you but at the same time you may kill everything at that point before they could attack you
I wonder if the fp drain one might be decent on a power rush build, like you get 5 attack so the -1 doesn’t hurt as much
I've run FP Drain on a Danger Mario build before and it's great. It also means I can free up BP for more Power Rush badges too.
I'd personally put the partner d up p down into mid-b tier to low-a using the same argument that your partners' health is disposable, and considering some of your partners have really good support moves you can leave them up front all the time and tank even more hits. I like an offensive mario with a defensive partner
Spike shield shouldn’t even be in the game imo. Makes no sense realistically and it just straight up invalidates the hammer and it’s badges. Superguards are also OP, they need to cost star power. Changing those two things alone make every badge C tier and below actually viable
I suck ass at superguard and basically never do them, so it's fine by me
Lol nothing about Mario is realistic
Counterpoint: Spiky Parabuzzy, Lakitu when it holds a Spiny Egg above its head, and Bristle. Can't hit them with your Hammer, because the first two are out of reach, and Bristles will cause you to take damage if you try to approach it with Hammer.
@@E-102GammaMKII hammer throw exists
24:08 ah, I mainly wanted to see where Return Postage ended up. I consider it to be the worst badge in the game, too expensive, and you only get it after beating Bonetail, which, if you managed to beat Bonetail without it, there's nothing else you need it for.
The badge would be great for noobs, but yeah if you have it you don’t need it and if you need it you won’t get it
I’m surprised you put the Hp up badges so high. I always just sold them to buy copies of the better badges like Close Call and Power Plus.
Here's an Evil Idea. Glass cannon stuff p up d down and the like, BUT you can't attack. All your damage comes from return postage.
I just know that I love Mario and Luigi and since share some thing with paper Mario.
attack fx R is actually S tier bc it allows you to wipe the floor with hooktail and thats what hooktail gets for giving the player an option to sniff their feet
Always a good day when Bringle uploads. Keep the banger content coming!